Samurai Shodown/Baiken: Difference between revisions
Scrubsaibot (talk | contribs) |
Scrubsaibot (talk | contribs) |
||
(7 intermediate revisions by 2 users not shown) | |||
Line 24: | Line 24: | ||
*'''Good recoil game:''' Baiken has numerous fast, semi-safe and high-reward cancel options off of recoil states, making punishes against her pressure ambiguous. | *'''Good recoil game:''' Baiken has numerous fast, semi-safe and high-reward cancel options off of recoil states, making punishes against her pressure ambiguous. | ||
*'''Low-profile options:''' 2C, 2D and 3D are lows that shrink Baiken's hurtbox and allow her to squeak under many high-profiling neutral options such as standing high normals and certain fireballs. | *'''Low-profile options:''' 2C, 2D and 3D are lows that shrink Baiken's hurtbox and allow her to squeak under many high-profiling neutral options such as standing high normals and certain fireballs. | ||
*'''Mid-screen zoning:''' Baiken is an unorthodox but surprisingly effective zoner from mid-screen thanks to the projectile specials ''Kibari'' and ''Tatami Gaeshi''. Although ineffective from full screen, these options all grant a lot of advantage on hit. The anti-air version of ''Kibari'' can make her zoning difficult to circumvent. | |||
|cons= | |cons= | ||
*'''Terrible SSM:''' Baiken has the worst SSM in the game; it's so short that she cannot SSM punish off of far 5B deflects against many characters. | *'''Terrible SSM:''' Baiken has the worst SSM in the game; it's so short that she cannot SSM punish off of far 5B deflects against many characters. | ||
*'''Slow WFT:''' WFT has slow startup and is hard to raw punish with. | *'''Slow WFT:''' WFT has slow startup and is hard to raw punish with. | ||
Line 44: | Line 44: | ||
'''B+C''': Easily the best UOH in the game and perhaps Baiken's most infamous tool. With enormous range on the level of many character's 5Bs, this is a fantastic mid-range normal in its own right even without the mix-up potential of the overhead. The hopping property allows it to completely blow through any low-to-ground pokes, neutralizing many standard options (including Baiken's own 2B, interestingly enough). It's also completely disjointed, with no hurtbox anywhere on the mallet. This makes it very hard to stuff for shorter-ranged characters and even allows it to work as a situational anti-air. | '''B+C''': Easily the best UOH in the game and perhaps Baiken's most infamous tool. With enormous range on the level of many character's 5Bs, this is a fantastic mid-range normal in its own right even without the mix-up potential of the overhead. The hopping property allows it to completely blow through any low-to-ground pokes, neutralizing many standard options (including Baiken's own 2B, interestingly enough). It's also completely disjointed, with no hurtbox anywhere on the mallet. This makes it very hard to stuff for shorter-ranged characters and even allows it to work as a situational anti-air. | ||
Using this button in tandem with 2C from the tip of its range allows you constantly threaten a 50/50 mix-up from mid-screen. This makes downbacking uniquely dangerous against Baiken and makes her throw game very powerful. The threat of the 50/50 encourages opponents to try to counter it with pre-emptive options such as counterpokes and neutral jump punishes, allowing Baiken to play a reactive game that is nearly always in her favor. Although 2C and 66D are quite unsafe from the range the overhead hits at, B+C is only -11 when spaced to hit meaty at max distance, making block punishes situational or impossible for the majority of options. This means you can safely poke with B+C as a default options and throw in 2C from time to time to catch them off guard. | |||
'''66A''': Another cornerstone of your gameplan. Potentially the best 66A in the game, with huge range and a massive disjoint that makes it basically impossible to stuff. This is your best option for countering 5Bs that outrange your 2B in neutral from characters such as Jubei and Yashamaru. You can deflect cancel OS into ''Rokkon Sogi'' in order to get a knockdown that connects from max range. Combos into ''Kuchinasi'' if it hits from closer range for a bit more damage. 66A is hugely important to your offensive gameplan as it the primary device that you use to condition your opponent to take a throw in neutral. Throw it out in neutral to stuff pokes and then close the distance to start your throw game when your opponent is convinced to block. Also an excellent whiff punish option against A and D normals. Has significant recovery on whiff, so beware of attempts to punish with neutral jump. | '''66A''': Another cornerstone of your gameplan. Potentially the best 66A in the game, with huge range and a massive disjoint that makes it basically impossible to stuff. This is your best option for countering 5Bs that outrange your 2B in neutral from characters such as Jubei and Yashamaru. You can deflect cancel OS into ''Rokkon Sogi'' in order to get a knockdown that connects from max range. Combos into ''Kuchinasi'' if it hits from closer range for a bit more damage. 66A is hugely important to your offensive gameplan as it the primary device that you use to condition your opponent to take a throw in neutral. Throw it out in neutral to stuff pokes and then close the distance to start your throw game when your opponent is convinced to block. Also an excellent whiff punish option against A and D normals. Has significant recovery on whiff, so beware of attempts to punish with neutral jump. | ||
'''''Kabari'' (41236B/C)''': A bizarre but effective projectile. Does not outrange any typical projectile but hits at least as far as all of the longest standing normals in the game. It's a great tool for punishing stray pokes, stuffing run-ins, and even pre-emptively anti-airing, since the hook has no hurtbox and can't be stuffed with jump attacks on landing. At a very respectable 19 frame startup, it can be jumped out of or back-dashed on reaction but can't reasonably be counter-poked. | |||
It's very important to distinguish between the anti-air (B) and grounded (C) versions of ''Kabari''. Both versions have quite a bit of recovery and can be reacted to from outside of range with a running punish, so mastering the range of the C version is essential. The C version is only -4 on block at all ranges, which is absurdly safe for a special of this range. The C version can only hit airborne opponents but is air-invincible and has an enormous hitbox as well as great aerial range. From within range, the C version can be jumped over on reaction, leading to a potentially huge deep jump punish. However, the caveat of this is that the first part of the animation of both versions is identical (when Baiken is winding her arm up), which means the C version cannot be jumped over without risking jumping right into the B version. This makes ''Kabari'' a very scary midrange tool that can afford the Baiken player huge reward against players who try to disrespect it and forces them to back up or block from a half-screen away. | |||
===Okizeme=== | ===Okizeme=== | ||
Line 115: | Line 119: | ||
* A special cancellable midrange poke. Combos into 63214D+C from any distance. | * A special cancellable midrange poke. Combos into 63214D+C from any distance. | ||
* Less range than 2B, but has no hurtbox at her feet, which means it can beat some low options that would stuff or trade with 2B. | * Less range than 2B, but has no hurtbox at her feet, which means it can beat some low options that would stuff or trade with 2B. | ||
* Combos into WFT and 236D at | * Combos into WFT and 236D at closer range. | ||
* Situationally useful as an anti-air against shallow jump normals. | * Situationally useful as an anti-air against shallow jump normals. | ||
}} | }} | ||
Line 794: | Line 798: | ||
{{AttackData-SS2019 | {{AttackData-SS2019 | ||
|version=Armed | |version=Armed | ||
|damage= | |damage=70 | ||
|guard=High | |guard=High | ||
|startup=21 | |startup=21 | ||
Line 807: | Line 811: | ||
|deflect= | |deflect= | ||
|unarmed=No | |unarmed=No | ||
|description= | |description=*High profiles on frames 7-36. | ||
*Huge disjointed hitbox and generally safe on block if spaced. | |||
}} | }} | ||
{{AttackData-SS2019 | {{AttackData-SS2019 | ||
Line 825: | Line 830: | ||
|deflect= | |deflect= | ||
|unarmed=Only | |unarmed=Only | ||
|description= | |description=Identical animation, but now knocks down. It's somehow still available while unarmed even though 2B and jB are not. | ||
}} | }} | ||
}} | }} |
Latest revision as of 16:56, 20 June 2024
梅喧, Baiken |
|
Introduction
Baiken is an aggressive midrange character whose game revolves around strong mid-screen space control and great pressure options. She is enormously flexible and has a higher skill ceiling than most characters, but the investment is more than worth it as Baiken has an answer for every matchup scenario.
Baiken's 2B, f.5B, 66A and j.B give her a commanding midscreen presence. These normals let her put up a defensive wall that is difficult for shorter-ranged characters to get around. She has many great grounded anti-air options as well for when opponents try to jump over her normals. This forces opponents to give up space or commit to blocking, allowing her to apply her pressure
In proper Guilty Gear fashion, Baiken is a versatile swiss army knife of mix-up options. Baiken has the best B+C in the game: it has enormous range, is block-safe against most characters and crushes low-profile normals to boot. She can offset this with her terrifying 2C sweep and excellent slide to make blocking a scary prospect. From closer range her Yozansen (j.623S) overhead special punishes low blocks and forces opponents to respect Baiken's throw pressure and guard crush game. A notable aspect of Baiken's pressure is the air reset potential given from the juggle properties of her Tatami Gaeshi (236D) and Kabari (41236B/C) specials. These specials put opponents into an airborne state on hit and can followed up with certain normals to cause an air reset state instead of a knockdown. This allows Baiken to keep pressure going without guessing against wakeup rolling and force opponents into the corner
Baiken lacks significant weaknesses that are not covered by her (ahem) ample assets, but it is worth noting that her air-to-air game is somewhat situational compared to other characters. Baiken relies on j.D to hit above her head and j.C as her deep-hitbox options, and both of these normals are very narrow, putting her at risk of trip guard cross-under AA.
![]() |
Strengths | Weaknesses |
---|---|
|
|
Gameplan
Neutral
The following is an overview of Baiken's best neutral options:
2B: The most essential go-to poke. Hits from very far at mid-screen and is difficult to challenge for a variety of reasons, the biggest of which being that 2B is not deflectable, as the animation uses her trick arm and not her sword. It also has no hurtbox extension on the arm, making it difficult to whiff punish with standing pokes and forcing the opponent to resort to more unsafe long-ranged options such as trying to react with running normals. Although it is vulnerable to crouching state deep jump punishes, it has surprisingly low recovery and it's hard to hit with a jump punish without a hard read.
5B: Another essential ingredient. Inferior in range to 2B but is distinct in that it has no low hurtbox, allowing Baiken to high-profile lows such as defensive 2Ds. It is also cancellable which makes recoil OS cancelling into Rokkon Sogi an excellent option for whiff punishment. At 12 frames, it is your best long-range punish option when 66B will not reach and 66C or 2C are too slow. Can combo into WFT and 236D if it hits from closer range.
2C: Baiken's infamous mid-screen low. Low-profiles from start to finish and will go under many common standing high pokes such as Jubei and Haohmaru's 5Bs. Although it is not safe on block, it has a short blockstun period that makes reactionary punishment difficult. Experienced opponents will respect 2C by default due to the threat of the damage and the opportunity of the punish, which allows you to threaten with other options such as 66A, B+C, j.B or throw attempts. Hits slightly off the ground, making it useful as a situational anti-air against early-arc or shallow jump attacks.
B+C: Easily the best UOH in the game and perhaps Baiken's most infamous tool. With enormous range on the level of many character's 5Bs, this is a fantastic mid-range normal in its own right even without the mix-up potential of the overhead. The hopping property allows it to completely blow through any low-to-ground pokes, neutralizing many standard options (including Baiken's own 2B, interestingly enough). It's also completely disjointed, with no hurtbox anywhere on the mallet. This makes it very hard to stuff for shorter-ranged characters and even allows it to work as a situational anti-air.
Using this button in tandem with 2C from the tip of its range allows you constantly threaten a 50/50 mix-up from mid-screen. This makes downbacking uniquely dangerous against Baiken and makes her throw game very powerful. The threat of the 50/50 encourages opponents to try to counter it with pre-emptive options such as counterpokes and neutral jump punishes, allowing Baiken to play a reactive game that is nearly always in her favor. Although 2C and 66D are quite unsafe from the range the overhead hits at, B+C is only -11 when spaced to hit meaty at max distance, making block punishes situational or impossible for the majority of options. This means you can safely poke with B+C as a default options and throw in 2C from time to time to catch them off guard.
66A: Another cornerstone of your gameplan. Potentially the best 66A in the game, with huge range and a massive disjoint that makes it basically impossible to stuff. This is your best option for countering 5Bs that outrange your 2B in neutral from characters such as Jubei and Yashamaru. You can deflect cancel OS into Rokkon Sogi in order to get a knockdown that connects from max range. Combos into Kuchinasi if it hits from closer range for a bit more damage. 66A is hugely important to your offensive gameplan as it the primary device that you use to condition your opponent to take a throw in neutral. Throw it out in neutral to stuff pokes and then close the distance to start your throw game when your opponent is convinced to block. Also an excellent whiff punish option against A and D normals. Has significant recovery on whiff, so beware of attempts to punish with neutral jump.
Kabari (41236B/C): A bizarre but effective projectile. Does not outrange any typical projectile but hits at least as far as all of the longest standing normals in the game. It's a great tool for punishing stray pokes, stuffing run-ins, and even pre-emptively anti-airing, since the hook has no hurtbox and can't be stuffed with jump attacks on landing. At a very respectable 19 frame startup, it can be jumped out of or back-dashed on reaction but can't reasonably be counter-poked.
It's very important to distinguish between the anti-air (B) and grounded (C) versions of Kabari. Both versions have quite a bit of recovery and can be reacted to from outside of range with a running punish, so mastering the range of the C version is essential. The C version is only -4 on block at all ranges, which is absurdly safe for a special of this range. The C version can only hit airborne opponents but is air-invincible and has an enormous hitbox as well as great aerial range. From within range, the C version can be jumped over on reaction, leading to a potentially huge deep jump punish. However, the caveat of this is that the first part of the animation of both versions is identical (when Baiken is winding her arm up), which means the C version cannot be jumped over without risking jumping right into the B version. This makes Kabari a very scary midrange tool that can afford the Baiken player huge reward against players who try to disrespect it and forces them to back up or block from a half-screen away.
Okizeme
jB air reset:
- Off of any mid-screen 236D launch, juggle into jB and do not cancel into j.B+C. This will forego some damage but give you an air reset instead of a knockdown, granting a variety of useful advantages, the biggest being that it robs the opponent of the opportunity to wakeup roll and forces them closer to the corner. You can meaty into 2B [xx Rokkon Sogi recoil OS], 66A or 2C after the reset. This forces them to sit still, allowing you to threaten with a run up throw attempt. Be sure to slightly delay the run up throw, as their throw invuln from air recovery will swallow your "meaty" throw. You can also immediately B+C after the reset to force a 50/50 mix-up with 2C. The B+C is not a true meaty and will lose to jumps and backdashes, but these options are vulnerable to the aforementioned meaties. If you read the backdash you can also hold a forward run for lots of forward screen space advantage.
Forward roll setups:
- j.B+C knockdown:
- This is your most common BNB ender and also works as an anti-air or air-to-air option from the j.B -> j.B+C target combo.
- Mid-screen (not corner):
- Frame kill 2A -> jump forward 236D. Safe jump that lets you land meaty air tatami. Tatami is trivial to stance break but this allows you to throw in an empty jump mix-up between yozansen, 2D or throw. You will be at frame disadvantage if you commit to tatami and they do not forward roll.
- Frame kill 5D -> jump forward C. An excellent safe jump that disincentivizes forward rolling. Wakeup stance break will not work and you will have the opportunity for deep jump frame advantage or empty jump mix-up. If you read a neutral getup, you can hold run forward after the frame kill and gain a lot of space while putting yourself in throw range.
- Be sure to backdash or jump to bait wakeup throw, as you will not be able to back walk out of range.
- Frame kill Suzuran. Frame killing with command dash allows timing for meaty throw against forward roll and gives you lots of time to pressure against neutral wakeup.
Normal Moves
Far Slashes
5A
5A
|
|
---|---|
Toggle Hitboxes Toggle Hitboxes
|
5B
5B
|
|
---|---|
Toggle Hitboxes Toggle Hitboxes
|
5C
5C
|
|
---|---|
Toggle Hitboxes Toggle Hitboxes
|
2A
2A
|
|
---|---|
Toggle Hitboxes Toggle Hitboxes
|
2B
2B frames 12~13 frames 14~17
|
|
---|---|
Toggle Hitboxes Toggle Hitboxes
|
2C
2C
|
|
---|---|
Toggle Hitboxes Toggle Hitboxes
|
Near Slashes
Note: Due to being identical with their far counterparts, most of her close normals were omitted from this segment.
n.5B
n.5B
|
|
---|---|
Toggle Hitboxes Toggle Hitboxes
|
n.5C
n.5C
|
|
---|---|
Toggle Hitboxes Toggle Hitboxes
|
Kicks
5D
5D
|
|
---|---|
Toggle Hitboxes Toggle Hitboxes
|
6D
6D
|
|
---|---|
Toggle Hitboxes Toggle Hitboxes
|
2D
2D
|
|
---|---|
Toggle Hitboxes Toggle Hitboxes
|
3D
3D Can't jump cancel this one frames 8~14 frames 15~17
|
|
---|---|
Toggle Hitboxes Toggle Hitboxes
|
Dash Normals
66A
66A
|
|
---|---|
Toggle Hitboxes Toggle Hitboxes
|
66B
66B
|
|
---|---|
Toggle Hitboxes Toggle Hitboxes
|
66C
66C
|
|
---|---|
Toggle Hitboxes Toggle Hitboxes
|
66D
66D
|
|
---|---|
Toggle Hitboxes Toggle Hitboxes
|
Air Normals
j.A
j.A
|
|
---|---|
Toggle Hitboxes Toggle Hitboxes
|
j.B
j.B
|
|
---|---|
Toggle Hitboxes Toggle Hitboxes
|
j.C
j.C
|
|
---|---|
Toggle Hitboxes Toggle Hitboxes
|
j.D
j.D
|
|
---|---|
Toggle Hitboxes Toggle Hitboxes
|
Unarmed Normals
u.5S
u.5S
|
|
---|---|
Toggle Hitboxes Toggle Hitboxes
|
u.2S
u.2S
|
|
---|---|
Toggle Hitboxes Toggle Hitboxes
|
ju.S
ju.S
|
|
---|---|
Toggle Hitboxes Toggle Hitboxes
|
u.66S
u.66S
|
|
---|---|
Toggle Hitboxes Toggle Hitboxes
|
Universal Mechanics
Guard Break
Guard Break (Throw) 5/6C+D / 4C+D Neutral / Forward Throw Neutral / Forward Throw Back Throw Back Throw
|
|
---|---|
Toggle Hitboxes Toggle Hitboxes
|
Surprise Attack
Surprise Attack (Overhead)
5B+C |
|
---|---|
Toggle Hitboxes Toggle Hitboxes
|
Dodge
Dodge
5A+B |
---|
Stance Break
Stance Break
A+B during Just Defense |
|
---|---|
Toggle Hitboxes Toggle Hitboxes
|
Counter / Blade Catch
Counter / Blade Catch 236A+B Counter Counter Blade Catch Blade Catch
|
|
---|---|
Toggle Hitboxes Toggle Hitboxes
|
Rage Explosion
Rage Explosion
5A+B+C |
|
---|---|
Toggle Hitboxes Toggle Hitboxes
|
Lightning Blade
Lightning Blade (Issen)
5A+B+C during Rage Explosion |
|
---|---|
Toggle Hitboxes Toggle Hitboxes
|
Command Moves
Special Skill 1
Special Skill 1
6A |
|
---|---|
Toggle Hitboxes Toggle Hitboxes
|
Special Skill 2
Special Skill 2
(In air) B+C |
|
---|---|
Toggle Hitboxes Toggle Hitboxes
|
Gatling 5C
Gatling 5C
(After n5B/66B hit) 5C |
|
---|---|
Toggle Hitboxes Toggle Hitboxes
|
Gatling jB+C
Gatling jB+C
(In air, after jB hit) B+C |
|
---|---|
Toggle Hitboxes Toggle Hitboxes
|
Special Moves
Azami (Standing)
Azami (Standing)
A+D or 4A+D |
|
---|---|
Toggle Hitboxes Toggle Hitboxes
|
Azami (Crouching)
Azami (Crouching)
2A+D or 1A+D |
|
---|---|
Toggle Hitboxes Toggle Hitboxes
|
Suzuran
Suzuran
63214+D |
|
---|---|
Toggle Hitboxes Toggle Hitboxes
|
Kuchinashi
Kuchinashi [During Azami (Standing or crouching) or Suzuran ] A frame 9 frames 10~13
|
|
---|---|
Toggle Hitboxes Toggle Hitboxes
|
Sakura
Sakura
[During Azami (Standing or crouching) or Suzuran ] B |
|
---|---|
Toggle Hitboxes Toggle Hitboxes
|
Rokkon Sogi
Rokkon Sogi
[During Azami (Standing or crouching) or Suzuran ] C |
|
---|---|
Toggle Hitboxes Toggle Hitboxes
|
Mawari-Komi
Mawari-Komi
[During Azami (Standing or crouching) or Suzuran ] D |
---|
Tatami Gaeshi
Tatami Gaeshi 236D 236D j236D j236D falling
|
|
---|---|
Toggle Hitboxes Toggle Hitboxes
|
Yozan Sen
Yozan Sen (in air) 623S j623A shown, hitboxes for other versions can differ slightly
|
|
---|---|
Toggle Hitboxes Toggle Hitboxes
|
Kabari
Kabari 41236+B or C B version B version C version Both versions reach max range on 5th active frame C version
|
|
---|---|
Toggle Hitboxes Toggle Hitboxes
|
Himawari
Himawari
(After Kabari) A |
|
---|---|
Toggle Hitboxes Toggle Hitboxes
|
Tetsuzan Sen
Tetsuzan Sen
(After Kabari) B |
|
---|---|
Toggle Hitboxes Toggle Hitboxes
|
Rokkon Sogi
Rokkon Sogi
(After Kabari) C |
|
---|---|
Toggle Hitboxes Toggle Hitboxes
|
Supers
Weapon Flipping Technique
Tsurane Sanzu-watashi
236B+C |
|
---|---|
Toggle Hitboxes Toggle Hitboxes
|
Super Special Move
Koboissen 641236C+D Enable blood for the big red X Enable blood for the big red X
|
|
---|---|
Toggle Hitboxes Toggle Hitboxes
|
Combos
Starter | Followup 1 | Followup 2 | Damage | Notes |
---|---|---|---|---|
5A/2A/6A | xx 63214D+A | 150 | Light combo. Doesn't work from antiair 6A hits. | |
66A | xx 63214D+C | 130 | Sideswaps into knockdown. | |
xx 63214D+A | 170 | More damage than D+C, but 66A has to hit very close for D+A to not whiff. Faster startup makes D+A fairly practical to hit confirm into if spacing allows. | ||
5B | xx 63214D+C | 180 | Works at any range and knocks the opponent down. Will sideswap except at max 5B range. Can hit confirm from 5B pokes. | |
xx 63214D+B | 200 | More damage than D+C, but doesn't work at max range and leaves the opponent standing. Slower startup on D+B is more difficult to hit confirm. | ||
xx WFT | 540 | Only connects at mid range of 5B. | ||
n5B/66B | xx 5C | 180 | Gatling followup. Moderate reward and leaves the opponent standing. Only cancels on hit, which is sometimes useful for recoil and whiff cancel mindgames. | |
xx 63214D+A/B/C | 200/180/160 | Lower damage than 236D combos, but easier to hit confirm into when needed. | ||
xx 236D | 66C | 240 | Good damage and knockdown that leaves you midscreen. Works from any spacing where 66B would connect, but requires microdash 66C at max range. Also works from 5B if close enough. | |
9jB | 220 | Air reset for mixup on landing. Does not work from max 66B range, and may leave Baiken just outside B+C range on landing on spaced hits. | ||
9jB xx jB+C | 260 | High damage combo that knocks the opponent far away. Requires slightly closer spacing than jB alone. | ||
xx WFT | 516 | WFT confirm. | ||
4/5/6CD | 66B... | Follow up from throw with above 66B combos. Deals 329 damage with 66B xx WFT. | ||
4CD | 5B xx WFT | 348 | Can squeeze out a little more (19) damage on back throw WFT combo with 5B. Works on every character, but need to micro walk forward at least 1 frame for Yashamaru, Basara, Mina, Warden and Amakusa. | |
41236 B/C | xx C | 140/120 | Easy Kabari followup, but lower reward. | |
xx B | 66A | 170/150 | Air reset. Need to dash a bit before 66A to connect. Near corner this leaves the opponent close enough for a mixup on landing. | |
63214D+C | 200/180 | More damaging followup into knockdown. Sideswaps. | ||
9jB+C | 200/180 | Same damage as 63214D+C, but knocks them fullscreen. | ||
jD | xx j623A | 130 | Rage j623C also combos, but does equal or less damage unless the opponent is slightly below Baiken. |
Starter | Followup 1 | Followup 2 | Damage | Notes |
---|---|---|---|---|
n5B/66B | xx 236D | 9jC | 280 | High damage, air resets for a free mixup afterwards. If the combo starts from a deep jC then the second jC will cause knockdown instead. |
Starter | Followup 1 | Followup 2 | Damage | Notes |
---|---|---|---|---|
Guard Crush n5C | xx SSM | 728 | Baiken's SSM has very short range, just enough to cover n5C range. | |
Guard Crush n5C/5C | xx 63214D | n5B... | Use Suzuran to close space from any guard crush and follow up with the n5B combo of your choice. | |
66B... | Guard crush has enough frame advantage that you can also dash up for a full combo if inclined. Spaced 5C hits require a longer dash for 236D 9jB xx jB+C followups. | |||
Guard Crush 5C | xx 63214D+D | SSM | 728 | Very situational guard break SSM. Only connects in the corner or near max range of 5C such that 63214D~D won't cross up. Late D followup may also result in crossing up. |
Videos
AndyOCR vs Kaopctate01 at Frosty Faustings XIV
ScrubSaibot vs sinisterx at Kumite in Tennessee 2022
Colors
External Links
Link to docs hosted in other sites.
- Twitter hashtag: #SS_BK